matpow2 wrote:Just to clarify, rubberbanding is both a vanilla and pyspades issue. Rubberbanding happens when the client's position is off compared to the simulation on the server, and rubberbanding is an attempt to fix this desynchronization.
For 1.0, I've upped the network update rate a little and made the client progressively interpolate between its own simulation and the received world update if a desynchronization happens. No more sudden warps!
In casual terms, "dat lag be gone".
matpow2 wrote:In casual terms, "dat lag be gone".
Fluttershy wrote:matpow2 wrote:In casual terms, "dat lag be gone".
In techie terms, "010001100110000101101110011101000110000101110011011101000110100101100011"
bman7 wrote:matpow2 wrote:Just to clarify, rubberbanding is both a vanilla and pyspades issue. Rubberbanding happens when the client's position is off compared to the simulation on the server, and rubberbanding is an attempt to fix this desynchronization.
For 1.0, I've upped the network update rate a little and made the client progressively interpolate between its own simulation and the received world update if a desynchronization happens. No more sudden warps!
In casual terms, "dat lag be gone".
My question is: Why not 0.76?
matpow2 wrote:Just to clarify, rubberbanding is both a vanilla and pyspades issue. Rubberbanding happens when the client's position is off compared to the simulation on the server, and rubberbanding is an attempt to fix this desynchronization.
For 1.0, I've upped the network update rate a little and made the client progressively interpolate between its own simulation and the received world update if a desynchronization happens. No more sudden warps!
In casual terms, "dat lag be gone".
Galaxy wrote:Just a couple of questions; is this fix going to be for both the paid and free versions of 1.0, and is there a difference between 1.0 and the supposed 0.76?
nalyd8991 wrote:Aw man, rubberbanding saves my life every time I play hallway.
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